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Aaragon Citizenry

In the ill-defined history of Aaragon, many creatures both smart and dumb, were forcibly transmigrated to make a living in the cityscape..

A corpulent species resembling a spherical core with 2 pancakes stacked atop each other in decreasing sizes.
NabbitR
This old crow still has a few tricks.
— Mim, hostess of the Cadence Casino and Spa

1. Average Stats

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 17 (+3) 15 (+2) 19 (+4)
Features
Armour: 16 (Natural)
hp: 100 12d8
Speed: 30ft
Saving Throws: CHA +7
Proficiency Bonus: +3
Skills: Deception +7, Insight +5, Perception +5, Persuasion +7
Abilities:
  • Advantage on saving throws against zetetic effects
  • Targets within 30ft must make a DC 15 WIS saving throw or be charmed
    • It can be undone if hp reaches 0 or succeed a saving throw. For every fail, the DC increases by 1 but resets when they take damage.
    • Targets charmed for 24hrs cannot repeat saving throws to end the effect
    • Charmed targets gain d10 temporary hp and 1 additional chance to attack
    • Once a day, d6+1 charmed targets appear within 60ft
  • Charmed targets must succeed a DC 15 CON saving throw or take damage equal to half their max hp and heal the nabbit by a third (round down) of that siphoned hp.
A radioactive specter enclosed in a black nautilus shell with prismatic edges.
GoldumA
Thank you for this, my friend.
— The 4th Kampoi

2. Average Stats

STR DEX CON INT WIS CHA
11 (+7) 9 (+5) 20 (+5) 7 (-2) 11 (±0) +1 (-5)
Features
Armour: 19
hp: 220 ( 20d12 )
Speed: 45ft
Saving Throws: DEX +13, INT +11, WIS +6, CHA +5
Skills: Passive Perception +10
Abilities:
  1. Automatically regenerates 1d10 lost hp at the end of any round
  2. Advantage on saving throws against zetetic effects
  3. Immune to effects that would alter its form
  4. 3 times a day: can choose to succeed a failed saving throw instead
  5. Everything that stays within 30ft for 1hr of any 24hr period, must make a DC 17 CON saving throw or suffer a permanent loss of 1d6 hp
Vampire-like creatures resembling a broken ribcage and helpless in most realms outside their home.
KoyoriA
A struggle for comprehension is the essence that endures.
— KRT spokesperson

3. Average Stats

STR DEX CON INT WIS CHA
+8 (-1) 16 (+3) 12 (+1) 15 (+2) 11 (±0) 16 (+3)
Features
Armour: 15
hp: 22 ( 4d8+4 )
Speed: 30ft
Saving Throws: WIS +8
Skills: Stealth +5, Passive Perception +11
Abilities:
  1. Outside their aura, koyories must make a DC 14 CON save every hr. On a fail, they become exhausted
  2. Helpless targets must make a DC 11 CON save or after 8hrs become enthralled. On a success, additional DC attempts increase by 1. The victim's stats change according to: STR -4, DEX +4, INT +4, CHA +6

 
Looks closely like a might flow of fog letting out murmurous sounds as they feel their way through dreams with smoky tendrils.
SuerasV
They can only stalk fantasies in your sleep.
— Don Jon in the Anaro

4. Average Stats

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 20 (+5)
Features
Armour: 17
hp: 200 ( 22d8 )
Speed: 0ft., fly 40 ft
Saving Throws: DEX +10, WIS +10
Skills: Insight +10, Perception +10, Steath +10
Proficiency Bonus: +5
Abilities:
  1. Causes advantage on attacks for virtual entities within 20ft
  2. Can move through objects but takes d10 damage if they end their turn inside
  3. Targets within 60ft must succeed a DC 18 WIS save or be frightened for 1 minute. They can repeat this at the end of every turn and become immune for 24hrs.
  4. Every touch causes d4 INT damage to a target and 5 temporary hp to Sueras cumulatively. When the temp hp equals the max hp, it becomes 2 Sueras; each with the original's max hp.
Beings of dry salt resembling finned snakes and capable of belching their body parts at opponents.
Hwang
Keep the googles on and mouth shut. The water's on your back.
— Fubao, mother to Dì

5. Average Stats

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 26 (+8) 20 (+5) 18 (+4) 20 (+5)
Features
Armour: 23
hp: 400 ( 25d20 )
Speed: 60ft., burrow 60ft., fly 120ft., swim 60ft
Saving Throws: DEX +13, CON +15, WIS +11, CHA +12
Skills: Perception +12, Steath +13
Abilities:
  1. 3/day, if they fail a saving throw, they can choose to succeed instead
  2. Recharge 5-6, targets within a 120ft cone must make a DC 23 DEX saving throw or take 4d10 bludgeoning damage; or half as much on a success. Targets who fail are also blinded for 1 minute, have disadvantage on attack roles and ability checks and are unable to breathe. If they fail by more than 5, they start suffocating.
A black oblate spheroid; slightly flattened at the poles, while bulging and sharpening at its equator into a prominent ring.
SaturnN
Despair took her before we could stop her.
— PWP's lament

6. Average Stats

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+1) 6 (-2) 14 (+2) 15 (+2)
Features
Armour: 15
hp: 70 ( 12d8 )
Speed: 30ft
Saving Throws: (WIS -14)
Proficiency Bonus: +2
Abilities:
  1. Targets within 30ft take 6d6 damage, or half on a successful DC 14 CHA save. If they fail by 5 or more, they repeat the save at the end of the turn or take additional 6d6 damage.

 
An unspecified group of incorporeal non-species who can present as a multitude of shapes.
FameV
I can't get away explaining this without sounding absolutely high.
— Dynamit, Lore Master of the Tetrarchy

7. Average Stats

STR DEX CON INT WIS CHA
-- (+5) 30 (+10) 19 (+4) 22 (+4) 33 (+7) 18 (+4)
Features
Armour: 20
hp: 280 ( 15d10 )
Speed: 50ft., fly 50ft
Saving Throws: WIS +13
Skills: Perception +17
Abilities:
  1. 1/day, can choose to succeed a failed saving throw
  2. Target must make a DC 20 WIS save or be blinded and deafened until the end of the next turn
  3. On a recharge of 6, targets within 20ft who are not the same species must make a DC 20 WIS save or be stunned until the end of their next turn and take 2d6 damage. Nothing on a success.
  4. Can teleport up to 20ft away after dealing up to 2d8+10 damage
  5. Targets within 30ft must make DC 30 WIS save every round to take any action. On a fail, they are vulnerable to any damage
  6. Taking time, one round every four rounds, can restore the state of combat to that round when it first started concentrating
  7. Target ages 1d4 years every round while fames gain 20 hp of healing
A kind of 'living noise' reliant on narrow spaces for its constitution and survival.
RookinE
Sounds of whining thunder coming from nowhere is a good indicator.
— Kinnear the Blind Man

8. Average Stats

STR DEX CON INT WIS CHA
21 (+5) +8 (-1) 24 (+7) 15 (+2) 4 (-3) +2 (-4)
Features
Armour: 14
hp: 114 ( 9d10 )
Speed: 40ft., fly 20ft
Saving Throws: -
Skills: Perception +15
Abilities:
  1. An enemy who ends a turn in the same space takes 2d8 damage, or half as much on a successful DC 16 CON save
  2. Attackers using slashing or piercing weapons must make a DC 11 DEX save or that weapon takes 4d6+5 damage. If it is not immediately destroyed, it is dropped.
  3. Target takes 3d8+5 bludgeoning damage and must succeed a DC 16 CON save or be stunned for d4 rounds.
  4. Target takes 2d8+5 piercing damage and must succeed a DC 17 CON save or gain one level of exhaustion.
  5. On a recharge of 5-6:
    • Targets within 60ft must succeed a DC 17 CON saveor be deafened for 2d6 rounds
    • Individual focal targets take 12d6 thunder damage, or half on a successful DC 17 DEX save.
Gaizes have a slight build, a headless front covered in scales like simple shields, sharp frills all long its cat-like body and overlapping blades for feathery limbs.
Gaizes
We live many lives; one at a time.
— Oses of Cadence

9. Average Stats

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 20 (+5) 13 (+1) 21 (+5)
Features
Armour: 19
hp: 250 ( 2d12 )
Speed: 40 ft., climb 40 ft., fly 80 ft.
Saving Throws:
DEX +6, CON +13, WIS +7, CHA +11
Proficiency Bonus: +6
Skills: Perception +13, Stealth +6
Abilities:
  1. Has advantage on saving throws against zetetic effects
  2. Choose to exhale acid or poison gas:
    • Targets within the 15ft acid line, 5 ft wide, must make a DC 11 DEX saving throw, taking 5d8 acid damage on a fail, or half as much on a success.
    • Targets within the 15ft cone of poisonous gas, must make a DC 11 CON saving throw, taking 6d6 poison damage on a fail, or half as much on a success. If this damage reduces hp to 0 or less, they immediately stabilise and awaken 1d6 hours later with 1 hp.
  3. Targets within 15 ft make a DC 20 DEX saving throw or take 2d6+8 bludgeoning damage and be knocked prone from takeoff to fly up to half its flying speed.

 
A shadowy dog-headed species with bodies of winged flaps and sketchy reputations.
RowvonoI
Watch out for the claw.
— client in the merchant's den

10. Average Stats

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 22 (+6) 28 (+8) 21 (+5) 26 (+8)
Features
Armour: 17
hp: 250 ( 24d8+144 )
Speed: 30ft
Proficiency Bonus: +4
Skills: Perception +8, Deception +10, Steath +8
Abilities:
  1. Can alter their form of any medium sized creature at will
  2. Can resist any kind of damage 2 times per long rest
  3. At the beginning of a target's turn, make a DC 18 WIS save or choose:
    • Take 20 mental damage every turn
    • Lose control over the PC
  4. Recharge 5-6, when hit it disappears within 15ft
  5. Targets within 25ft, take 5d6+5 mental damage, or half on a successful DC 15 WIS save.
A donut-shaped cryptic composed of blue gradients with lighter shades in their minor radii.
LakhesqueV
I don't know what, but it stole something from me!
— Al-Ack

11. Average Stats

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 20 (+5) 18 (+4) 13 (+1)
Features
Armour: 15 or 17
hp: 60 ( 9d8 )
Speed: 40ft., fly 40ft
Saving Throws: WIS +7, INT +8, DEX +2
Skills: Diplomacy +11, Deception +14, Stealth +13, Investigation +10
Abilities:
  1. Targets within 60ft must make a DC 15 WIS save or the Ori has advantage on attack rolls and checks against that target.
  2. For 6 rounds, targets must make a DC 15 WIS save or honestly answer a question. This is an automatic fail if the target is asleep.
  3. When touched, targets suffer d4+1 WIS damage. Additionally, the target then makes a DC 14 WIS save or make attack rolls with disadvantage for 4 rounds.
A horned, tailed 'face' with tightly tied hair trimmed between layers of glistening teeth.
YouonE
It is time for this dark harvest.
— Fosy and Fals

12. Average Stats

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 16 (+3) 14 (+2) 22 (+6)
Features
Armour: 15
hp: 97 ( 13d8 )
Speed: 30ft
Saving Throws: DEX +8
Proficiency Bonus: +3
Skills: Deception +9, Perception +5, Persuasion +9,
Abilities:
  1. Any attempt to determine intent requires a CHA check against a WIS check
  2. Any attacker made of real matter must make a DC 25 WIS save or the attack fails. On a success, the attacker has disadvantage on attack rolls and saving throws for 24hrs.

A 5-limbed star of segmented plates that hovers like a wilted flower
PhenylA
They're summoning the CP! Time to leave!
— criminal in the In Sen district

13. Average Stats

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 10 (±0) 10 (±0) 13 (+1)
Features
Armour: 16
hp: 32 5d10+5
Speed: 40ft
Saving Throws:
Skills: Perception +4
Abilities:
  • Cannot be compelled
  • Body disintegrates at 0 hp
  • Targets within a 30ft cone must make a DC 11 CON save or be paralyzed for 1 minute. Roll can be rerolled at the end of each turn.
  • Can cause d6+2 bludgeoning damage 5 times per turn.
The many cross-dimensional beings, who sought refuge after an inexplicable transportation event, typically find themselves under the auspices of the Tetrarchy.   The 4 kampoi founders rule over a mostly organized city and regularly allow displaced beings to settle into their vast domain.
  So long as they follow the rules.

A parasitic apparition symbiotically tied to a random host while existing halfway between their home dimension and Manidweepa.
Para-ParaV
Come back
— Tough Luck

14. Average Stats

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 18 (+4) 16 (+4) 14 (+2)
Features
Armour: 15
hp: 90 12d8
Speed: 40ft
Saving Throws:
Skills: Perception +14
Abilities:
  1. Can see 120ft into both dimensions
  2. Attackers have disadvantage on attack rolls
  3. Advantage on CHA, DEX, INT checks and attack rolls
  4. On a recharge 4-6, can blink into an unoccupied space up to 40ft
  5. Targets must succeed a DC 11 CON saving through or max hp is reduced by 4d6+4 damage taken until the next long rest. They die if max hp is reduced to 0.
A T-shaped creature that emits an orchestra of sounds from hundreds and thousands of moving parts on their exterior.
ShreyN
...begins to play an eerie tune...
— recorded log of Fai Tre

15. Average Stats

STR DEX CON INT WIS CHA
18 (+4) 23 (+6) 17 (+3) 14 (+2) 15 (+2) 20 (+5)
Features
Armour: 16
hp: 97 13d8
Speed: 40ft
Saving Throws: DEX +7
Skills: Performance +11
Abilities: Targets who can hear within 60ft must make a DC 21 WIS save or d5 suffer:
  1. become shaken
  2. -10 penalty on stealth checks and incapable of speaking
  3. on a failed DC 17 CHA save, move at half speed per turn
  4. Shrey permanently gains an unarmed damage bonus and AC bonus per 3 levels
  5. Shrey permanently suffer a -4 penalty to all CHA-based skill checks and AC

Legend

Matter
Type
RRealThe common atoms and molecule of the carbon realm
VVirtualWayward particles easily coaxed into being something else
DDarkIncorporeal matter that permeates many realms
NNegativeMonopolar mass that can be either positive or negative
AAnti-Inverted polarity of real matter
EExoticA sort of smart matter capable of additional 'thoughts'
IInverseInverted mass of real matter
Reality Waves
Physical / Metaphysical Law | Jan 6, 2023
Within the multi-cosmos, there exist 7 unique and enigmatic forms of matter, each possessing distinct properties and behaviours that often clash when they come into contact. And every one of them is capable of evolving life.  
Just as our Carbon Realm is made up of real matter - matter as we know it - our scientists named the other 6 in relation to our common sense matter. But it is not a one-to-one comparison.   Don't let that fool you.
— Captain Daedalus
  Little can ever be gleamed of their nature since they can only exist together under the meta-paralyzing effect inside Manidweepa. However, they

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